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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1883129 times)

Wayward Device

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Re: Cataclysm: Dark Days Ahead
« Reply #1380 on: March 13, 2013, 07:16:48 pm »

I'm on the last windows release and I get lab crashes as well. Also sometimes when going into any underground structure, but labs are the most common.
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead
« Reply #1381 on: March 14, 2013, 01:41:27 am »

   I like how my games while I record go completely different from how they go when I am not. When not recording I play a guy focused on throwing rocks and he does alright and the town nearby has a decent number of relatively normal zombies with a few specials thrown in but nothing to tough. Let me tell you, when I started recording thats not how it works. Its not like I played it differently its just seems that towns some times are these places where the outer edge is soft and such with mostly normal zombies then other times Bam your dead. Anyway I have another video up here
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Grey_Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #1382 on: March 14, 2013, 02:49:21 am »

Just discovered the (Shift + Z) function. having lots of fun not getting slaughtered in under five minutes now, :D. /edit: Rocking a balaclava and army fatigues, wielding a hatchet, getting high on cocaine and slaughtering 15+ hordes of zombies in the back toilet of a gas station as they come through the door. Loving DDA.

Anyway, do Dead Ed's continue to respawn in a township, Or can I kind of clear it out?
« Last Edit: March 14, 2013, 03:34:48 am by Grey_Wolf »
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Quote
Those sea serpents you sold me, they won't mate. They just swim around, eating, and not mating. You sold me... queer sea serpents. I want my money back.

Urist McFreud, Chief Psychotherapist Dwarf, has much to say regarding this statement.

Shades

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Re: Cataclysm: Dark Days Ahead
« Reply #1383 on: March 14, 2013, 05:06:52 am »

Just discovered the (Shift + Z) function. having lots of fun not getting slaughtered in under five minutes now, :D. /edit: Rocking a balaclava and army fatigues, wielding a hatchet, getting high on cocaine and slaughtering 15+ hordes of zombies in the back toilet of a gas station as they come through the door. Loving DDA.

Anyway, do Dead Ed's continue to respawn in a township, Or can I kind of clear it out?

I thought shift +z was disabled by default. It's a debug command so can break things btw so be careful :)
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #1384 on: March 14, 2013, 06:04:20 am »

It is disabled by default, I just keep forgetting to delete the keymap file before packaging.
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My cabbages!
[Thunderfury, Blessed Blade of the Windseeker]

I am fat, eating is my great joy.

SalmonGod

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Re: Cataclysm: Dark Days Ahead
« Reply #1385 on: March 14, 2013, 08:49:55 am »

Lost in a science lab.... subsisting on the bones of zombie scientists...
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

The Darkling Wolf

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Re: Cataclysm: Dark Days Ahead
« Reply #1386 on: March 14, 2013, 08:58:22 am »

I suggest explosives.

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My cabbages!
[Thunderfury, Blessed Blade of the Windseeker]

I am fat, eating is my great joy.

Micro102

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Re: Cataclysm: Dark Days Ahead
« Reply #1387 on: March 14, 2013, 09:19:08 am »

I think the map auto-notes an exit.
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SalmonGod

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Re: Cataclysm: Dark Days Ahead
« Reply #1388 on: March 14, 2013, 10:19:05 am »

I'm pretty sure I found the exit, but a turret had randomly popped up in the room guarding it.  Finally got fed up and died in a suicide charge on it.
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In the land of twilight, under the moon
We dance for the idiots
As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.

DrPoo

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Re: Cataclysm: Dark Days Ahead
« Reply #1389 on: March 14, 2013, 10:49:18 am »

It would be really nice if we could have the debug system completely disabled outside of a "sandbox" mode, because i sometimes get too temptated and i use it. Removing the key dosent work since then i just go in and define it again, having it disabled by code would be really, really nice.
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Would the owner of an ounce of dignity please contact the mall security?

Shades

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Re: Cataclysm: Dark Days Ahead
« Reply #1390 on: March 14, 2013, 11:29:23 am »

It would be really nice if we could have the debug system completely disabled outside of a "sandbox" mode, because i sometimes get too temptated and i use it. Removing the key dosent work since then i just go in and define it again, having it disabled by code would be really, really nice.

Would be pretty easy to make non-debug releases disable the debug commands. I'm not sure if the builds DarklingWolf makes are release or debug builds though. They should probably be optimised release builds just for speed reasons.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

Il Palazzo

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Re: Cataclysm: Dark Days Ahead
« Reply #1391 on: March 14, 2013, 11:35:49 am »

I've got a few questions:

1.Does melee accuracy depend on arm encumberance or not?
I get conflicting information from the character sheet and from the warning when I actually do get overencumbered.
And if it does hamper melee combat, how severe is the effect?

2.How does blocking in melee work? Can I block with anything? Is it dependent on some skill?
I'm blocking right and left with my rapier, despite it not having any "block" attribute(I can't see any attributes on it, for that matter, nor on a katana - there used to be some in earlier versions).
Actually, why does a wooden spear have "weak block" and a steel one doesn't?

3.Can I have some information on how skill rust works?
I've got the "original cataclysm" setting on, and it looks to me that the skill never goes down below the latest level - so it would seem like it's actually the same as the second option?

I'm on version 0.2, btw.
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Antur

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Re: Cataclysm: Dark Days Ahead
« Reply #1392 on: March 14, 2013, 03:13:58 pm »

So i lost my sledge wielding plated cyborg by something i have not seen before and got few questions about that:
Spoiler (click to show/hide)
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GlyphGryph

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Re: Cataclysm: Dark Days Ahead
« Reply #1393 on: March 14, 2013, 03:23:23 pm »

Weird coincidence.
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jester

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Re: Cataclysm: Dark Days Ahead
« Reply #1394 on: March 14, 2013, 03:52:59 pm »

So i lost my sledge wielding plated cyborg by something i have not seen before and got few questions about that:
Spoiler (click to show/hide)

The few times ive seen malross berries they have been in a location that was fairly thick with horrors from other dimensions.  The swamp monsters might be coincidence.
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If life gives you lemons, burn them.
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